#include "osg_utility.h" #include #include namespace fs = std::filesystem; std::string load_shader(const std::string &shader_name) { using boost::iostreams::mapped_file; // TODO: load from current binary directory const fs::path shader_prefix = "/home/tpx/ext/project/DepthGuide/src/render_osg/shaders"; const auto shader_path = shader_prefix / shader_name; const auto shader = mapped_file(shader_path); assert(shader.is_open()); return {shader.const_data(), shader.size()}; }